I ran the jar, got the little window to shose play-settings, etc.. but clicking play does nothing...music is nice though. I can start a server, it then shows up in available servers. I can launch the Map creator...but no playplay.

kingaschi> Usually we play in the evening time at GMT +1. Around 21-22, mostly on normal week days, on weekends people are busy doing other stuff. Keep the main window running (consumes very little cpu) to see when people are playing. The graphics were done by a friend of mine, and my brother. I am not very good at drawing graphics myself... guess you need the talent and time to do it. I have neither .

MickeyB> Did you get into the start screen of the game? OpenGL driver running correctly? Is there some error listed in the Client.log file (in the root xsw directory)?

tortoise> Try again some other time, you need to experience it in multiplayer

I'm very nearly finished with Team Death Match mode. Hopefully I will have it ready sometime by the end of next week, then we will get some good team games going . I think this will be very good for new players as then you can cooperate with other players. Right now there are a handful of very skilled players, and I've found that new players going up against these find it very difficult to get any kills at all (thus they find it frustrating), so it will be very good to actually have some of these players on your team, .

Hi,killer app!Is the source open? It would be interesting to see it as I am working on something similar myself (http://sourceforge.net/projects/motopain) but I'm having problems getting it to run as smooth as your app.

Regards Anders

If a problem has a solution, why worry? If a problem does not have a solution, why worry?

nva225> You beat me to it... I actually uploaded version 0.20 late last night . You might be getting the xsw page from your local cache if you don't see it. Try clearing the cache and reload the page (ctrl-f5 to force reload I think?)

So, everyone, I am pleased to annouce that xsw version 0.20 is now up on the site! The major change in this version is Team Death Match mode! This will bring great fun for everyone . In team mode there are pointers to your teammates on the edge of the screen to help you locate them. No pointers to players in opposing teams though.

Mickey B, I've thought about radar before. I like the element of suprise when you sneak up on someone, but I think I will add a radar soon and try out if I like it better or not. Good luck against your son, such things are hard for a man's pride!

Astrosmurf, glad you like it . The source is not open at this point in time... maybe in the future.

Thanx for the praise . Yes, alot of people here are asking for webstart, I just haven't had the time to look into it at all. And there are so many other things that I have on my todo list that I can't promise it will be webstartable soon.

I'm providing a patch file that is much smaller for the updates, so you don't need to download the full 16 mb each time. I'm going to put the music in a separate download, so you'll only have to download it once.

The main reason why I went for lwjgl was the lack of support for hardware rotation in java 1.5. Of course all the sprites could be pre rotated, but I didn't want to do that. Also you can do alot of nice effects in opengl that is not available in java 2d (not that I'm using any fancy stuff yet...). For just fast 2d blitting of sprites java 2d will do just fine.

Also yea LWJGL can support translucency a lot better (only supported for windows on this point) plus a few other things. Which is why I still want to learn how to use LWJGL. But somehow I haven't and have been able to stick with Java2D for the time being.

I'm curious what the performance differences are as well. I imagine java2d would have to be a little slower just because it has to be compatible with software generated graphics.

Version 0.20c is up! Adds team-colored images for the smallest ship (firefly), this was not in 020b, so if someone chose the firefly ship in 0.20b the game would crash for every one in teammode.

Some of the shots have had a facelift. Fixed so scores are updated correctly (before team score and the score in the upper left corner was only updated when the scoreboard was visible).

We had a big 8 player team game yesterday, it was great fun!

I've noticed several players coming in from the states and other places where they have much lag on the connection to my server here in sweden. If you notice your ping is above 150 try running your own server. If the ping is close to 500 it might in reality be alot more than 500, I'm only reporting a max of 500 (to send information in one byte that is then doubled). At this ping rate weird things start to happen like ships starting to jump around, shots and missiles going through other ships etc.

But, do you use any translucent images that rotate? I almost always want translucent images so this may be a very good reason for me to start using LWJGL but I don't recall any such images in XSW where a Transparency.BITMASK wouldn't work.

Of course, I'm not saying you should have done it in Java2D. It's probably still faster anyway in LWJGL. Just wondering in theory if you could have done it. =)

Among other things this version contains:* 2 new maps (one HUGE for 3 teams, and one 2on2 map).* Team chat + chat "macros" (Shift + numkey lets you say a predefined message)* Lowered bandwidth usage, more players should be able to play on the same server.* Bug fixes - should be more stable now.* and more...

We've had some 15 players playing at once before, but the server couldn't quite handle that. Hopefully that will work now.

Looking forward to some intense space battles!

nva225> Some images are translucent, like the clouds in the background. But you're right, it could've probably been done without... but better to give the artists freedom .

New in this version:* minimap to help you navigate* small improvements to the hud* accelerated turning to help you aim slightly better* server sends messages to clients at different times (should reduce lag slightly with many players)* One cool new map - (and 2 not so cool)

I am going to try again once you have it available as webstart... If you use Ant, I wouldn't mind sending you my build script. One mouse click and Ant builds you the deployable, packed etc. webstart files.

Also lots of small changes and improvements have been implemented. Check the news section on www.xsw.se for more info.

I think competing for ranking will give alot more enjoyment to the game. Also player stats for each player can be viewed on the homepage. This has been long in the making, and I wouldn't be suprised if a few bugs crept in, please report any bugs you find to me.

If you want to try out the game without creating an account you can log in as guest - but not on ladder servers. Currently I'm only running a ladder server (as I have very limited supply of server computers), but you can easily start your own non ladder server to try out.

Sometime soon I will try to spread it a bit more, right now I've only posted here and told some friends. Keep the "notifier" running and chances are a game with a bunch of players will start. Nice FPS, I wish I had your computer... I'm actually running on a laptop with integrated graphics most of the time... and on that the game stutters pretty bad. (All java games does, maybe it's something with sharing the memory between cpu and graphics card?)

Yeah, my laptop stutters quite a bit too. I don't use it for gaming. The stuttering is caused by a slow video card or it doesn't have enough video RAM. With a slow video card and/or low VRAM, it takes longer for it to transfer memory. And obviously when you have low VRAM, it must use regular RAM for storing graphics (well, depending on how a game loads it's images, it might not even be using VRAM at all).

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